﻿// <copyright file="Application.cs" company="Gravity Age Studios">
// Code released under the MIT license (see License.txt).
// </copyright>
// <author>Vicente Cartas Espinel</author>
// <email>vicente.cartas@gmail.com</email>
namespace LightSwitchApplication
{
    using System;

    public partial class Application
    {
        #region Character Creation Data (GM)

        partial void AlignmentsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BloodlineDerivationsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BloodlineStrengthsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BloodAbilitiesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void ClassesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DeitiesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void RacesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void RealmSpellsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void SkillsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        #endregion

        #region Domain Creation Data (GM)

        partial void BaseActionsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BaseBuildingsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BaseLandUnitsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BaseProvincesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void BaseSeaUnitsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void TraitsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void ModifiersGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void TerrainsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        #endregion

        #region Game Data (GM)

        partial void ArmiesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void ArmyAddEditGM_CanRun(ref bool result, int? ArmyId)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void CharactersGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void CharacterAddEditGM_CanRun(ref bool result, int? CharacterId)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainProvincesGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainAddEditGM_CanRun(ref bool result, int? DomainId)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainProvinceEditGM_CanRun(ref bool result, int DomainProvinceId)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainTurnsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void DomainTurnAddEditGM_CanRun(ref bool result, int? DomainTurnId)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void GameInformationGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void StartGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void NotificationsGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        partial void PlayersGM_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.GMManagement);
        }

        #endregion

        #region Character Creation Data (Player)

        partial void AlignmentsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BloodlineDerivationsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BloodlineStrengthsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BloodAbilitiesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void ClassesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DeitiesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void RacesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void RealmSpellsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void SkillsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        #endregion

        #region Domain Creation Data (Player)

        partial void BaseActionsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseBuildingsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseLandUnitsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseProvincesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseSeaUnitsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void TraitsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void TerrainsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        #endregion

        #region Public Game Data (Player)

        partial void MercenariesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void CharactersPublic_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainProvincesPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainViewPlayer_CanRun(ref bool result, int DomainId)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void GameInformationPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void ModifiersPublic_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void PlayersPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        #endregion

        #region Private Game Data (Player)

        partial void ArmiesOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void ArmyViewOwner_CanRun(ref bool result, int ArmyId)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseBuildingsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseLandUnitsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void BaseSeaUnitsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void CharactersOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void CharacterAddEditOwner_CanRun(ref bool result, int? CharacterId)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainViewOwner_CanRun(ref bool result, int DomainId)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainTurnsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void DomainTurnAddEditOwner_CanRun(ref bool result, int? DomainTurnId)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void NotificationsPlayer_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void RealmSpellsOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        partial void ScoutReportOwner_CanRun(ref bool result)
        {
            result = this.User.HasPermission(Permissions.PlayerManagement);
        }

        #endregion
    }
}
